Designing Digital Comics as an Alternative Reinterpretation of the Character of Rahwana for Teenagers Aged 18–25 Years

Ramadhani, Deva (2026) Designing Digital Comics as an Alternative Reinterpretation of the Character of Rahwana for Teenagers Aged 18–25 Years. Undergraduate thesis, UPN Veteran Jawa Timur.

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Abstract

In today's digital era, internet usage in Indonesia continues to increase every year. Technological advances bring many benefits, but they also pose new challenges, one of which is the rampant spread of hoaxes. Adolescents' digital literacy and critical thinking skills still need to be improved, so that they are vulnerable to becoming victims and spreaders of false information. Therefore, adolescents aged 18–25 years were chosen as the target of the design, considering that they are actively using digital media and are in the phase of identity formation. The classic story of the Ramayana is a source of inspiration because it contains moral values that are relevant today. The LINE Webtoon platform was chosen as the primary medium due to its high popularity among teenagers. The design of this digital comic is divided into four main phases, namely problem formulation, data collection, data analysis, and design. The problem formulation phase is carried out by identifying phenomena that appear in society as the basis for design needs. Furthermore, data collection was carried out through two sources, namely primary data in the form of observations, interviews, and questionnaires, as well as secondary data obtained from literature and journals. The collected data was then analyzed using a qualitative descriptive method, which included several analysis techniques such as consumer journey, consumer insight, and TWOS matrix. These methods are used to map problems, audience needs, and visual opportunities that can be developed. As a support, the ATUMICS method is also used to help the character design development process. Digital comic visuals are designed by blending semi-realistic styles and action and fantasy feels. This approach brings the story closer to the local culture while still appealing to teens aged 18–25. With relevant themes and fresh visual presentations, this work is expected to be able to convey the value of tradition in an interactive and interesting way to the target audience. The result of this design is in the form of a Webtoon digital comic that presents a reinterpretation of Rahwana as a complex character, so that it can be an alternative medium to increase adolescents' critical understanding of hoax issues. Keywords: Digital comics, Rahwana, Ramayana, Hoaxes, Teenagers.

Item Type: Thesis (Undergraduate)
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorAyuswantana, Alfian CandraNIDN0005058806alfianayuswantana.dkv@upnjatim.ac.id
Thesis advisorWidyasari, WidyasariNIDN0020098901widyasari.dkv@upnjatim.ac.id
Subjects: N Fine Arts > N Visual arts
N Fine Arts > NC Drawing Design Illustration
Divisions: Faculty of Architecture and Design > Departement of Visual Communication Design
Depositing User: Deva Deva Ramadhani
Date Deposited: 03 Jun 2026 02:16
Last Modified: 03 Jun 2026 02:16
URI: https://repository.upnjatim.ac.id/id/eprint/53223

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